Glad you came back Tachi, and that you enjoyed the game. Excellent analysis as usual.
globalisateur said:
Incidentaly I agree. I have seen incredibly good implementations of FXAA. But usually those good FXAAs were often some heavily customized post AA algorithms, some almost with some morphological components and very different from the official implementations of FXAA that are mostly too strong because they blur textures (they shouldn't! what's the point of creating high resolution textures if you blur the shit of them after you display them?), they also create some nasty shimmering on motion, notably on blurred textures, and generally blur contrasts way too much. |
Yeah, FXAA can be very effective when used well; Nano Assault Neo and Splinter Cell Blacklist come to mind, for example. However, these may have been customized solutions.
Considering the overhead though, I don't think more expensive AA methods were ever on the cards for a game like XCX. Nintendo tends to favour low cost anti-aliasing or none at all, anyway. (Though again, cheap doesn't necessarily mean bad; Mario 3D World, Captain Toad, New Super Mario Bros U, and Wind Waker HD looked nice and clean for the most part)